127 research outputs found

    Realistic simulation and animation of clouds using SkewT-LogP diagrams

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    Nuvens e clima são tópicos importantes em computação gráfica, nomeadamente na simulação e animação de fenómenos naturais. Tal deve-se ao facto de a simulação de fenómenos naturais−onde as nuvens estão incluídas−encontrar aplicações em filmes, jogos e simuladores de voo. Contudo, as técnicas existentes em computação gráfica apenas permitem representações de nuvens simplificadas, tornadas possíveis através de dinâmicas fictícias que imitam a realidade. O problema que este trabalho pretende abordar prende-se com a simulação de nuvens adequadas para utilização em ambientes virtuais, isto é, nuvens com dinâmica baseada em física que variam ao longo do tempo. Em meteorologia é comum usar técnicas de simulação de nuvens baseadas em leis da física, contudoossistemasatmosféricosdeprediçãonuméricasãocomputacionalmente pesados e normalmente possuem maior precisão numérica do que o necessário em computação gráfica. Neste campo, torna-se necessário direcionar e ajustar as características físicas ou contornar a realidade de modo a atingir os objetivos artísticos, sendo um fator fundamental que faz com que a computação gráfica se distinga das ciências físicas. Contudo, simulações puramente baseadas em física geram soluções de acordo com regras predefinidas e tornam-se notoriamente difíceis de controlar. De modo a enfrentar esses desafios desenvolvemos um novo método de simulação de nuvens baseado em física que possui a característica de ser computacionalmente leve e simula as propriedades dinâmicas relacionadas com a formação de nuvens. Este novo modelo evita resolver as equações físicas, ao apresentar uma solução explícita para essas equações através de diagramas termodinâmicos SkewT/LogP. O sistema incorpora dados reais de forma a simular os parâmetros necessários para a formação de nuvens. É especialmente adequado para a simulação de nuvens cumulus que se formam devido ao um processo convectivo. Esta abordagem permite não só reduzir os custos computacionais de métodos baseados em física, mas também fornece a possibilidade de controlar a forma e dinâmica de nuvens através do controlo dos níveis atmosféricos existentes no diagrama SkewT/LogP. Nestatese,abordámostambémumoutrodesafio,queestárelacionadocomasimulação de nuvens orográficas. Do nosso conhecimento, esta é a primeira tentativa de simular a formação deste tipo de nuvens. A novidade deste método reside no fato de este tipo de nuvens serem não convectivas, oque se traduz nocálculodeoutrosníveis atmosféricos. Além disso, atendendo a que este tipo de nuvens se forma sobre montanhas, é também apresentadoumalgoritmoparadeterminarainfluênciadamontanhasobreomovimento da nuvem. Em resumo, esta dissertação apresenta um conjunto de algoritmos para a modelação e simulação de nuvens cumulus e orográficas, recorrendo a diagramas termodinâmicos SkewT/LogP pela primeira vez no campo da computação gráfica.Clouds and weather are important topics in computer graphics, in particular in the simulation and animation of natural phenomena. This is so because simulation of natural phenomena−where clouds are included−find applications in movies, games and flight simulators. However, existing techniques in computer graphics only offer the simplified cloud representations, possibly with fake dynamics that mimic the reality. The problem that this work addresses is how to find realistic simulation of cloud formation and evolution, that are suitable for virtual environments, i.e., clouds with physically-based dynamics over time. It happens that techniques for cloud simulation are available within the area of meteorology, but numerical weather prediction systems based on physics laws are computationally expensive and provide more numerical accuracy than the required accuracy in computer graphics. In computer graphics, we often need to direct and adjust physical features, or even to bend the reality, to meet artistic goals, which is a key factor that makes computer graphics distinct from physical sciences. However, pure physically-based simulations evolve their solutions according to pre-set physics rules that are notoriously difficult to control. In order to face these challenges we have developed a new lightweight physically-based cloudsimulationschemethatsimulatesthedynamicpropertiesofcloudformation. This new model avoids solving the physically-based equations typically used to simulate the formation of clouds by explicitly solving these equations using SkewT/LogP thermodynamic diagrams. The system incorporates a weather model that uses real data to simulate parameters related to cloud formation. This is specially suitable to the simulation of cumulus clouds, which result from a convective process. This approach not only reduces the computational costs of previous physically-based methods, but also provides a technique to control the shape and dynamics of clouds by handling the cloud levels in SkewT/LogP diagrams. In this thesis, we have also tackled a new challenge, which is related to the simulation oforographic clouds. From ourknowledge, this isthefirstattempttosimulatethis type of cloud formation. The novelty in this method relates to the fact that these clouds are non-convective, so that different atmospheric levels have to be determined. Moreover, since orographic clouds form over mountains, we have also to determine the mountain influence in the cloud motion. In summary, this thesis presents a set of algorithms for the modelling and simulation of cumulus and orographic clouds, taking advantage of the SkewT/LogP diagrams for the first time in the field of computer graphics

    Procedural Cloudscapes

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    International audienceWe present a phenomenological approach for modeling and animating cloudscapes. We propose a compact procedural model for representing the different types of cloud over a range of altitudes. We define primitive-based field functions that allow the user to control and author the cloud cover over large distances easily. Our approach allows us to animate cloudscapes by morphing: instead of simulating the evolution of clouds using a physically-based simulation, we compute the movement of clouds using key-frame interpolation and tackle the morphing problem as an Optimal Transport problem. The trajectories of the cloud cover primitives are generated by solving an Anisotropic Shortest Path problem with a cost function that takes into account the elevation of the terrain and the parameters of the wind field

    Efficient rendering of atmospheric phenomena

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    Journal ArticleRendering of atmospheric bodies involves modeling the complex interaction of light throughout the highly scattering medium of water and air particles. Scattering by these particles creates many well-known atmospheric optical phenomena including rainbows, halos, the corona, and the glory. Unfortunately, most radiative transport approximations in computer graphics are ill-suited to render complex angularly dependent effects in the presence of multiple scattering at reasonable frame rates. Therefore, this paper introduces a multiple-model lighting system that efficiently captures these essential atmospheric effects. We have solved the rendering of fine angularly dependent effects in the presence of multiple scattering by designing a lighting approximation based upon multiple scattering phase functions. This model captures gradual blurring of chromatic atmospheric optical phenomena by handling the gradual angular spreading of the sunlight as it experiences multiple scattering events with anisotropic scattering particles. It has been designed to take advantage of modern graphics hardware; thus, it is capable of rendering these effects at near interactive frame rates

    Atmospheric cloud modeling methods in computer graphics: A review, trends, taxonomy, and future directions

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    The modeling of atmospheric clouds is one of the crucial elements in the natural phenomena visualization system. Over the years, a wide range of approaches has been proposed on this topic to deal with the challenging issues associated with visual realism and performance. However, the lack of recent review papers on the atmospheric cloud modeling methods available in computer graphics makes it difficult for researchers and practitioners to understand and choose the well-suited solutions for developing the atmospheric cloud visualization system. Hence, we conducted a comprehensive review to identify, analyze, classify, and summarize the existing atmospheric cloud modeling solutions. We selected 113 research studies from recognizable data sources and analyzed the research trends on this topic. We defined a taxonomy by categorizing the atmospheric cloud modeling methods based on the methods' similar characteristics and summarized each of the particular methods. Finally, we underlined several research issues and directions for potential future work. The review results provide an overview and general picture of the atmospheric cloud modeling methods that would be beneficial for researchers and practitioners

    From Noon to Sunset: Interactive Rendering, Relighting, and Recolouring of Landscape Photographs by Modifying Solar Position

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    Image editing is a commonly studied problem in computer graphics. Despite the presence of many advanced editing tools, there is no satisfactory solution to controllably update the position of the sun using a single image. This problem is made complicated by the presence of clouds, complex landscapes, and the atmospheric effects that must be accounted for. In this paper, we tackle this problem starting with only a single photograph. With the user clicking on the initial position of the sun, our algorithm performs several estimation and segmentation processes for finding the horizon, scene depth, clouds, and the sky line. After this initial process, the user can make both fine- and large-scale changes on the position of the sun: it can be set beneath the mountains or moved behind the clouds practically turning a midday photograph into a sunset (or vice versa). We leverage a precomputed atmospheric scattering algorithm to make all of these changes not only realistic but also in real-time. We demonstrate our results using both clear and cloudy skies, showing how to add, remove, and relight clouds, all the while allowing for advanced effects such as scattering, shadows, light shafts, and lens flares

    Real-time Realistic Rain Rendering

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    Artistic outdoor filming and rendering need to choose specific weather conditions in order to properly trigger the audience reaction; for instance, rain, one of the most common conditions, is usually employed to transmit a sense of unrest. Synthetic methods to recreate weather are an important avenue to simplify and cheapen filming, but simulations are a challenging problem due to the variety of different phenomena that need to be computed. Rain alone involves raindrops, splashes on the ground, fog, clouds, lightnings, etc. We propose a new rain rendering algorithm that uses and extends present state of the art approaches in this field. The scope of our method is to achieve real-time renders of rain streaks and splashes on the ground, while considering complex illumination effects and allowing an artistic direction for the drops placement. Our algorithm takes as input an artist-defined rain distribution and density, and then creates particles in the scene following these indications. No restrictions are imposed on the dimensions of the rain area, thus direct rendering approaches could rapidly overwhelm current computational capabilities with huge particle amounts. To solve this situation, we propose techniques that, in rendering time, adaptively sample the particles generated in order to only select the ones in the regions that really need to be simulated and rendered. Particle simulation is executed entirely in the graphics hardware. The algorithm proceeds by placing the particles in their updated coordinates. It then checks whether a particle is falling as a rain streak, it has reached the ground and it is a splash or, finally, if it should be discarded because it has entered a solid object of the scene. Different rendering techniques are used for each case. Complex illumination parameters are computed for rain streaks to select textures matching them. These textures are generated in a preprocess step and realistically simulate light when interacting with the optical properties of the water drops

    Realistic natural atmospheric phenomena and weather effects for interactive virtual environments.

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    Clouds and the weather are important aspects of any natural outdoor scene, but existing dynamic techniques within computer graphics only offer the simplest of cloud representations. The problem that this work looks to address is how to provide a means of simulating clouds and weather features such as precipitation, that are suitable for virtual environments. Techniques for cloud simulation are available within the area of meteorology, but numerical weather prediction systems are computationally expensive, give more numerical accuracy than we require for graphics and are restricted to the laws of physics. Within computer graphics, we often need to direct and adjust physical features or to bend reality to meet artistic goals, which is a key difference between the subjects of computer graphics and physical science. Pure physicallybased simulations, however, evolve their solutions according to pre-set rules and are notoriously difficult to control. The challenge then is for the solution to be computationally lightweight and able to be directed in some measure while at the same time producing believable results. This work presents a lightweight physically-based cloud simulation scheme that simulates the dynamic properties of cloud formation and weather effects. The system simulates water vapour, cloud water, cloud ice, rain, snow and hail. The water model incorporates control parameters and the cloud model uses an arbitrary vertical temperature profile, with a tool described to allow the user to define this. The result of this work is that clouds can now be simulated in near real-time complete with precipitation. The temperature profile and tool then provide a means of directing the resulting formation

    Gigavoxels: ray-guided streaming for efficient and detailed voxel rendering

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    Figure 1: Images show volume data that consist of billions of voxels rendered with our dynamic sparse octree approach. Our algorithm achieves real-time to interactive rates on volumes exceeding the GPU memory capacities by far, tanks to an efficient streaming based on a ray-casting solution. Basically, the volume is only used at the resolution that is needed to produce the final image. Besides the gain in memory and speed, our rendering is inherently anti-aliased. We propose a new approach to efficiently render large volumetric data sets. The system achieves interactive to real-time rendering performance for several billion voxels. Our solution is based on an adaptive data representation depending on the current view and occlusion information, coupled to an efficient ray-casting rendering algorithm. One key element of our method is to guide data production and streaming directly based on information extracted during rendering. Our data structure exploits the fact that in CG scenes, details are often concentrated on the interface between free space and clusters of density and shows that volumetric models might become a valuable alternative as a rendering primitive for real-time applications. In this spirit, we allow a quality/performance trade-off and exploit temporal coherence. We also introduce a mipmapping-like process that allows for an increased display rate and better quality through high quality filtering. To further enrich the data set, we create additional details through a variety of procedural methods. We demonstrate our approach in several scenarios, like the exploration of a 3D scan (8192 3 resolution), of hypertextured meshes (16384 3 virtual resolution), or of a fractal (theoretically infinite resolution). All examples are rendered on current generation hardware at 20-90 fps and respect the limited GPU memory budget. This is the author’s version of the paper. The ultimate version has been published in the I3D 2009 conference proceedings.

    Aetherius: Real-Time Volumetric Cloud Generation Tool for Unity

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    This thesis describes the development of Aetherius, a Unity tool which can generate and visualize virtually endless and unique cloudscapes in real-time dynamically; The resulting tool can be used in videogames to easily and quickly create immersive and dynamic skies without wasting resources in the development of a dedicated system. Developing a volumetric cloud system is complicated and especially small studios do not have the resources to create such systems for their skies. The objective of this project is to provide an accessible and easy to use alternative for small studios and indie developers to turn static, boring and featureless skies into high quality ones. In this document the problems encountered during the development of the tool and the techniques used to generate, render and optimize cloudscapes are described; to test the tool’s usefulness this project includes the creation of a small demo application
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